Gamified Courses and Happy Atmosphere At School

Erasmus+ School EducationSmall-scale partnerships in school educationID: 2021-2-AT01-KA210-SCH-000050174
EC Contribution
€600
Consortium Size
6 orgs
Start Year
2021
Summary

We wanted that students, colleagues and officials understand the benefits of game-based learning and gamification. And in the next step the willingness to try to implement elements of digital and/...

Objectives

We wanted that students, colleagues and officials understand the benefits of game-based learning and gamification. And in the next step the willingness to try to implement elements of digital and/or analog game-based learning in their school systems. The outcome would be that the students and colleagues are creating and improving a positive school and learning enviroments that increases the learning outcome. Other objectives would be that all participants would be aware of a successful use of digital games as a learning resource, knowing different forms/tools and examples of digital games that you can use as a learning resource in the classroom and their expected learning benefits. Also the understanding of the differences between different digital game genres and their learning benefits are quite important especially as a teacher. The requirements for the successful use of digital games for learning would have been also a vital part in implementing the methods in the classroom setting. And after the successfull use of the new techniques we want to know options how to assess if a digital/real time game is suitable for the classroom or not. All those crucial points in the project are only known if tested and evaulated afterwards.

Activities

We implemented all the activities described in the project application. For example 4 mobilities. Starting with one in Austria (Vienna), then Italy (Sicily), then Türkiye (Trabzon) and last but not least Lithuania (Klaipeda). The mobilities were the heart of the whole Erasmus+ project and a core part for the students and the teachers. After the mobilities we organized 3 Erasmus Corners were we disseminated our experiences within our schools. For the wider audience and to connect with other Erasmus+ members for the future we created 2 eTwinning projects and 1 Website which we intend to update and fill even after the project has ended. On the website there are many other activities we implemented and tried out over the course of the project, for example online student forums, 2 newsletters, leaflets, many different (online) workshops and presentations from experts about certain topics in the digital educational system (AR, VR, Metaverse, ...). The students designed many digital games on wordwall and analog board game designs which are collected in an e-book. Also 2 Free Mobile STEAM Game are born within this project and an international game-jam competetion between our partner institutes and within the mobility in Türkiye.

Impact

We have to divide the results in intangible and tangible results of the project. For the intangible results we tried to meaure them with pre- and posttest surveys. We tried to find out how the students and other participants reacted upon implementing game-based and gamified learning tools and in the classroom. As the results of the questionaires showed it seems that game-based learning has a positive effect on the students motivation, created a positive attitude and atmosphere within the school enviroment and increased their learning results through intrinsic motiviation. Besides we can say that all participants have been more conscious in innovative teaching & learning techniques, got insights in each partner's education system, made first steps in coding, created parental control information (e-safty), and tools for game-based learning and gamification. The project also contributed to a better cultural and educational understanding. Students also broadened their linguistic competence, digital and communication skills and made international friendships. To summarize the following results were created: 3 Erasmus Corners 2 eTwinning projects 1 Website Newsletters, leaflets Int. Gam-Jam 1 E-book board games 1Multiethnical Calendar

Consortium (6)